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Chapter 744 The choice of QTE system

For a game, especially a linear game, there will always be many things that are not much related to the content of the game itself to kill players' time.

Moreover, most classic designs are actually designed for this method at the beginning of its birth, but later games will slowly turn them into time killers that kill players' time.

For example, the cultivation element in the game is called upgrade.

Let players start from lv1 and all the way to lv999, including skill trees and equipment upgrades.

These cultivation elements serve as the purpose of players’ time killers, and of course, the sense of accomplishment brought by this cultivation also makes players enjoy it.

But the alternative derivative time killer settings make players less comfortable.

The most common example is the long-distance raid mission. Mr. Wang from Lijia Village asked you to investigate a terrible thing, but this matter requires you to go to another village to find an NPC named Uncle Li for help. After you find Uncle Li, he told you that if you want to solve this problem, you have to go to another place to kill a monster and bring back his blood.

After a series of tasks, the players found that they had visited the entire map.

At the same time, in order to make players less bored when rushing, occasionally the map will give players some exploration points and side missions.

There is no doubt that these are often used in games to extend the time, including the so-called maze and dark thunder encounters enemies in RPG games. These are all designs made to kill players' time.

With the advancement of game design concepts, players have begun to become more and more disgusted with the design of this kind of game and even feel disgusted. Therefore, this design is gradually eliminated in the game field, but there is another mode, that is, decryption.

Many act-type games will have various decrypted levels.

But the key is whether players need these?

It is true that the decryption elements are attractive enough, and players are indeed happy, and they can even feel the joy of 1+1>2.

However, for act players who simply want to experience refreshing battles, the experience of decrypting one hour of battle for five minutes is absolutely terrible.

Imagine that you are fighting so well, and then a level requires you to activate your smart little head, find various clues, and then you can embark on the right path. If it is simple, it is fine, it is nothing more than opening a mechanism or something.

But if it is a little bit difficult, it will definitely be a matter of hitting the keyboard.

For this part of the game, there will be a normal main line, but it is very relaxing. For example, you will encounter elite monsters in the guard switch. After defeating them, you will not only open the right path, but also receive some prop rewards.

The more complex and slightly hard-core decryption is placed on other items to collect. In the linear main plot from the beginning to the end, there will be no such hard-core decryption mechanism.

Soon Yang Chen determined the direction of "God of War" on decrypting elements.

As for perspective, the previous three parts did not use the perspective of the shoulders, but were more inclined toward the God's downward perspective. On the one hand, this was designed because of the game characteristics of the "God of War" series.

The Greek gods and monsters' huge bodies filled the entire screen and compared them with Kratos's "slim" body. Finally, the qte finalization technique that flows through the world and the earth is launched to kill happily, in this case, so that the players can feel the shock to the greatest extent.

But at the same time, this is also technically because it is not that it cannot achieve the level of the shoulder-length perspective, but that it will have a reverse effect because of the picture effect.

Just like in "Minecraft", countless pixel bricks are piled up into a large-scale building, which makes people feel shocking when you look farther away, but if you find the pixel bricks close, the shock will drop significantly.

Also, the game screen technology has not reached a certain level, and the shock brought by this closer is not as shocked as God's perspective.

Imagine the legendary sea god Poseidon and Kratos fighting each other, and there is the god of earth Gaia next to it. This should be a shocking performance. It is indeed the case when viewed from a distance. However, if the player is closer, he suddenly sees the polygonal modeling of the body of the god of earth Gaia in the game. The experience is not as shocked as the perspective of God.

The rest is the element of qte. What is qte? Simply describe it as a quick response system. There are two types of qte systems in ordinary games: the first is a system that tests players' immediate reaction. In the actual game process, players must quickly react to the buttons appearing on the game screen and press the corresponding buttons to the screen. The buttons appearing include single buttons and combination buttons.

The second type is a specific or random symbol that moves quickly back and forth in a length. The player needs to press the corresponding button when the symbol moves into the valid area of ​​the length, otherwise it will also start over or trigger the qte event again.

The early "God of War" used qte, from Yang Chen's perspective, was more like some technical choices, including the main designer of the development team responsible for "God of War" in Dream Memory, who also said that he did not want to see the qte mechanism become the label of "God of War"'s series, so the element of "New God of War" was cancelled later.

But this does not mean that qte has no choice at all. On the contrary, in "God of War", qte is a reward similar to the ending skill, rather than simply as a game mechanism, which can be said to have completely used it to the top.

Compared with freestyle operations, the qte system brings a more shocking picture performance, because players don’t have to worry about the operation, just quietly enjoy the gorgeous massacre performance brought by Kratos after completing the qte.

It is precisely because of this design that unlike the "Nind Dragon 3" which quoted the qte system and "Monkey 3" and "Qte's Wrath" that were ridiculed by players as "Monkey 3" and "Qte's Wrath" and "Asura's Wrath", the shocking visual impact brought by the qte system in "Victory" did not affect the normal smoothness of the game at all, and even made it a classic, and even labeled it.

In the trilogy of Greek mythology, the design of qte is still preserved like a dream memory, while Nordic mythology symbolizes a new beginning.

Soon Yang Chen made a corresponding decision, and at the same time, the process of the game still needs to be properly changed, and the Greek mythology shows Kratos' story in front of the players in a single-line mode.

In addition, the difficulty of qte must be appropriately reduced according to the difficulty of the game. Putting aside the more complicated decryption, in fact, there is another problem that is more criticized in "God of War" in Dream Memory, that is, the speed of pressing qte is too fast.

It's like testing whether a player has a Kirin arm.
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